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World's First 3D Laptop with Dual Graphics Cards in SLI

Wednesday, February 22, 2012

Gaming PC's are making a come back due to the consoles lagging in gaming performance edge.  So we are seeing some pretty awesome gear coming out which would have filled a room and cost a fortune hitting the shelves.  I am not sure how much this "lappy" would weigh in but it would sure kick out some rev's for sim racing.

ORIGIN PC announced the availability of their new EON17-X desktop replacement laptop, the most powerful laptop for gamers, artists, and professionals. Today ORIGIN PC announces the world's first 3D laptop with dual graphics cards: The EON17-X3D featuring the latest Intel X79 chipset, 2nd generation Intel hexcore processors, and dual overclocked NVIDIA GeForce GTX 580M graphics cards in SLI. The EON17-X3D marks the first 3D laptop from ORIGIN PC with a customizable backlit keyboard with three lighting zones and seven color options.

ORIGIN PC's EON17-X3D Laptop features:

  • Built-in 3D Emitter and 1080p 3D Display
  • NVIDIA 3D Vision 2 Wireless Glasses with LightBoost Technology
  • Customizable Backlit Keyboard with Three Lighting Zones and Seven Colors
  • Intel X79 Chipset with 2nd Generation Intel Hexcore Processors
  • Up to 32GB 1333MHz Corsair Quad Channel Memory
  • Up to 16GB 1866MHz Corsair Vengeance Quad Channel Memory
  • Up to Dual NVIDIA GeForce GTX 580M Graphics Cards with ORIGIN Professional Overclocking
  • Up to Three Hard Drives with up to 3TB's of Hard Drive Space
  • Industry Leading Free 24/7 Lifetime Support Based in the United States
  • Fully Customizable starting at $3,032

3D Glasses Free TV

Friday, December 23, 2011

There is no doubt that viewing technology for sim racing is an area which will revolutionise in the next few years.  The images we see while driving set the feel for the rest of the senses.  Before I get started on why "flat screen" TV's and 3D ares self defeating, I was encouraged to read about Toshiba's technology advances in glasses free 3D viewing.  

Here is a good article on where Toshiba is placed and what we can expect as commodity items soon.  I wonder if 3 x 55" glasses free 3D screens wrapped around you would work?  

'Glasses-free 3D' hits big time as Toshiba sets a date and price for 55-inch set - with a resolution FOUR TIMES hi-def

  • Array of tiny lenses 'aims' left eye and right eye images at each viewer
  • Face-tracking technology inside set 'sees' where viewers are sitting
  • Screen has a resolution of 4000x3000 pixels
  • First consumer TV with '4K' resolution - even though there is no way to watch a film in 4K so far
  • Peter Jackson is to film The Hobbit in '4K'

Read more: http://www.dailymail.co.uk/sciencetech/article-2071603/Glasses-free-3D-hits-big-time-Toshiba-sets-date-price-55-inch-set--resolution-FOUR-TIMES-hi-def.html#ixzz1h5h4NdDs

HDMI 1.4 stereo 3D arrives on Xbox 360

Tuesday, November 22, 2011

A while back, Eurogamer ran a report revealing that full-resolution stereoscopic 3D using the HDMI 1.4 standard was coming to the Xbox 360. Five months on, Batman: Arkham City is the first shipping game to utilise it.

Previously there has been some confusion as to whether the Xbox 360 hardware is physically capable of carrying the HDMI 1.4 stereoscopic 3D signal. There was some concern that the older HDMI 1.2 standard supported by the Xbox 360 couldn't be extended in the same way that the HDMI 1.3 controller in the PlayStation 3 was repurposed to support the new standard.

However, the release of Batman: Arkham City confirms that from a hardware perspective, any Xbox 360 with an HDMI port can offer the same level of support as the PlayStation 3. Our analysis of the game confirms that the two consoles are both outputting the same 1280x1470 60Hz signal. This comprises of two native 720p images, with 30 lines of blanking information between them.

So how is HDMI 1.4 output possible on older consoles? It turns out that the new standard is rather conservative. A 1280x1470 framebuffer actually requires less bandwidth than native 1080p - and both Xbox 360 and PlayStation 3 have supported that for ages. Even 3D Blu-Ray movies only run at with the equivalent bandwidth of 1080p at 48 frames per second - well below the 1920x1200/60Hz max of the interface. So HDMI 1.4 support on an HDMI 1.2 console boils down to making the hardware output a custom resolution and nothing more.

In terms of Arkham City itself, the game uses the same TriOviz technology as Gears of War 3 - though the Epic title was restricted to the half-res side-by-side functionality we've seen on other 360 stereo 3D games. Curiously though, while both games seem to be operating at native 720p on both platforms - as we would expect - the Xbox 360 version seems to have a one pixel wide blur across the whole image.

From EuroGamer

Sony’s Mick Hocking on Why 3D Is Here to Stay

Thursday, October 13, 2011

One of 3D gaming’s biggest advocates has been Mick Hocking, senior group director of Sony Computer Entertainment’s Worldwide Studios 3D team. The founder of Evolution Studios, which is now part of Sony, supervises the development of 3D games, including development of PlayStation’s auto racing brands and the anticipated “Uncharted 3: Drake’s Deception.” Speakeasy caught up with Hocking about ways that 3D can actually improve the gaming experience.

What will make today’s 3D more enduring than the red and blue movie 3D that we’ve seen regularly reappear over the past 50 years?

I think the crucial thing we’re seeing this time, unlike in the 80s or even back in the 50s, is a convergence of technology. What we’ve seen in convergence of display technologies and processing power coming to the point now where we can offer very high quality HD 3D experiences to gaming fans for a very reasonable cost. A cost that all consumers can buy into. In terms of technology, that’s why it’s appeared again.

Why has 3D failed to stick in the past?

It was popular, but then it failed because people just did not get good quality 3D experiences. And, of course, they vote with their feet and then walk away. 3D was always a compromise before. You could either have fairly high quality but at huge cost or you could have a lower more reasonable cost but you couldn’t have any quality in terms of the display and latency of drawing images in 3D.

How are all of these new 3D initiatives creating more context for non-gamers?

Even in 12 months, we’ve moving on very rapidly from the first 3D TVs to things like the PlayStation Monitor. At CES [Consumer Electronics Show] this year, we saw a whole proliferation of 3D devices that came on the market. Things like 3D cameras, camcorders, Bloggies, tablets, laptops and mobile phones. A lot of these things allow people to create their own 3D content. People will then want to enjoy that content on large screen 3D TVs and, therefore, go out and buy a upgrade to a new 3D TV.

You’ve worked on military flight simulators where depth of field is important for realistic training. How have you applied that technology to enhance game playability?

It’s only when you get right close to the ground with bombing runs or helicopters where 3D becomes really critical. It’s even more important for racing simulators. When you put it into 3D, you then have to reproduce 3D very accurately so the racing driver believes that they are about 50 meters from a corner, and they’ll brake in the exactly same position. And if the physics model has the same performance parameters, they will get the exact same lap time in the real world.

Do people actually play better in 3D environments versus 2D?

It doesn’t make them a better games player, but if you can see something more clearly and understand something more naturally, whether it’s speed distance or scale, you can respond better to that. So we’ve found that people do get better scores in 3D.

What are some other examples where 3D would trump 2D?

Of course, every game is different. With a simple game like “Tumble” the tower building game. We can use 3D just to help the person to perceive the exact point in space where they’re going to place the block. In 2D, we’d use shadows so you can see where the block is going to fall. So you can pick up the block with the ‘Move’ controller and it becomes obvious where you’d put the block to build the tower.

How is a game with native 3D better, if at all, to a game that’s just had 3D added on afterwards?

There is a difference. If you render 3D from the outset, your whole rendering engine can support 3D. It will be pixel perfect in terms of the depth it can produce. But you can have 3D afterwards and have just as high of a quality result. The issue is that it has to be done technically correctly. We have 10 technical checks that all 3D games should adhere to. These also apply to films and TV.

What’s one technical example that viewers might notice in poorly executed 3D?

There are a number of subtle things. You have to avoid rapid changes in parallax—the depth in the scene—because your eyes take a little time to perceive what you’re looking at. So don’t use rapid camera transitions between areas of different depth. Things like the crosshairs in first-person shooters. That has to be done so that it sits in the correct position of space so the gun is always pointing at the crosshair and the crosshairs are always sitting in the correct depth of the scene.

Teams that rush the 3D implementation may miss these items, the games get launched and the people don’t end up enjoying the 3D experience. They may not be able to tell you why its wrong but they’re getting tired and not enjoying it.

Is poor developer implementation why some people get headaches from 3D?

Yeah, you don’t get eyestrain or headaches if 3D is implemented correctly. Those are symptoms of the software or hardware not creating the 3D technically correctly.

Any lessons that you’ve learned along the way?

In the game “Killzone,” when doing the sniper view, I’ve got my eye right next to the gunsite. Now, when we first implemented that, the gunsite was in focus. What’s true in 3D is that anything that’s in focus that’s closest to you, you’ll look at. That’s just how we evolved to look at things. We found that players were looking at the actual metal surround of the gunsite and not through the lens at the target. So we had to blur the gunsite to simulate the depth of field you’d normally get when looking through a gunsite. Those kinds of things all have to be understood and done correctly.

Glasses-free 3D being shown

Sunday, October 02, 2011

We report on 3D technology regularly. We see 3D as an indisputable part of virtual experiences. 3D, is the essence of the world we live in. We have installed 3D lens with the positioning of our eyes and its lens mechanisms. The addition of glasses has caused a market split. The preference is without doubt without glasses. Today, it is the sort of accepted default. iPONT is an innovator taking a lead on this type of technology. Take a look at there recent press release.

Glasses-free 3D innovator to showcase real-time 3D broadcast technologies for the total immersive entertainment experience

Los Angeles - 20 September, 2011 - iPONT USA, an innovator and technology partner in the glasses-free 3D market, today at 3D Entertainment Summit 2011 introduced the second generation of its breakthrough 3D without glasses system, which gives viewers the most convincing and immersive 3D-viewing experience to date. iPONT USA will demonstrate a 3D TV Box, which converts any stereo 3D source, including ‘live' 3D broadcasts, in real-time for viewing on a 3D without glasses screen.

The demonstration by the glasses-free innovator aims to prove that without-glasses 3DTV technologies have reached a level of maturity and quality acceptable to the consumer market. iPONT has developed a system that produces real-time 3D pictures that are both clean and crisp with breathtaking depth, and all without glasses.

"Glasses-free ‘real-time' 3DTV, without any noticeable processing delay, has been an industry challenge but we are close to delivering that premium-quality glasses-free 3D experience for the consumer in their living room," said Glen Harper, President of iPONT USA. 

"This year iPONT has participated in a number of high-profile ‘live' without-glasses 3DTV sports trials including the UEFA Champions League final between Manchester United and FC Barcelona, Wimbledon men's final and Haye VS Klitschko fight, where the technology came under scrutiny. Having learned much about both the technology and 3D broadcast content already our latest product generation is certain to mark a wave of glasses-free 3DTV technologies." 

iPONT's 3D TV box technology, available as a set-top box and in the future as embedded technology converts any 3D with glasses content today (all 3D broadcast signals are currently broadcast this way) into auto-stereoscopic content for use on glasses-free 3D TVs and displays, in real-time. The 3D TV box can handle Internet, satellite, cable and terrestrial services that stream 3D content directly into the home or businesses. 

"True ‘real-time' without-glasses 3D TV/display technology will bring to life visual experiences in shopping centres, airports, entertainment venues like sports bars and amusement parks as well as sports arenas," said Harper. 

For more information, visit http://www.ipont3d.com/

3D Game Leaders Beyond 'Cheap Thrills'

Friday, September 30, 2011

At the 3D Gaming Summit in Hollywood this week, some of the biggest supporters of 3D gaming met to discuss the future of the format. And with all the advancements in the tech, there's still much to learn.

Pal-Kristian Engstad, lead graphics programmer on Naughty Dog'sUncharted 3: Drake's Deception, elaborated on how his studio has incorporated the technology into its upcoming, high-profile PlayStation 3 game.

"The way I see 3D, it's a different kind of experience, it's a closer experience. You can use it to get closer to the player. We use it so that you understand that if you step off a ledge, you might hurt yourself. It's not a sacrifice, it's an additional component to the game in our view."

He also was careful to point out one of the most prominent technological hurdles of stereoscopic 3D game development: "But when you're trying to max out the potential of a console, [keep in mind] you have to render things twice. If you have an engine that can't render as fast, you're going [to suffer] from running twice as much data at once."

Jeremy Nikolai, senior programmer at Ready At Dawn, developer of God of War: Origins Collection for PS3, confirmed a similar development experience to Engstad's. "For God of War: Origins Collection, we had to make some adjustments. The 2D game runs at 60 frames per second in 1080p. But because of the rendering associated with 3D, it runs in 720p at a lower framerate. If we were starting from scratch [instead of adapting the PSP games to home console], it would've been different."

Cheap Thrills Or Smart Implementation?

Panel moderator Shane Satterfield with GameTrailers.com cited lower-brow Hollywood films' use of 3D effects for "cheap thrills." He asked the panel what they felt the difference was between "smart" and "cheap" use of 3D effects in games.

"We were working off a remake, but we think we used it intelligently," said Nikolai. "You have to use it right. We have to be careful about 'window-in violations' and not breaking the fourth wall too much. Everything has to come through the center instead of breaking that dimension from the sidelines," Nikolai said. He also mentioned that the team established a "virtual bubble" to ensure that any flying 3D effects came from within specific areas to enhance gameplay, rather than provide cheap thrills.

Naughty Dog's Engstad elaborated. "We initially just implemented 3D, then all of the designers got really impressed and started thinking of what they could do to make it better. It's paying off now."

"It's important to use the medium appropriately," added Simon Benson, Sony Computer Entertainment Europe's senior development manager for its 3D team. "It's not just video, there's more you can do with it. [At Sony] we start by making sure teams understand the technical boundaries of 3D. It has its own set of rules. It's a high quality video mode, and once you hone the technical boundaries, you then implement creative."

"It's a two-phase process. 3D on PS3 is only 12 months old," he said. "It's still new. We still have 60 games. At this point, people are learning to implement the creative elements now that all of the technical work has been established."

3D's Low Adoption Rates

Moderator Satterfield cited an NPD sales figure that reported that in 2010, only 4 percent of televisions sold in the U.S. were 3D-capable. With a softer market, he shifted the attention away from creative implementation to the challenges facing the 3D market.

What it boils down to is creating content that convinces consumers that investment in 3D is worth it. "For our technology to work in games, [we] must work directly with teams from the outset to design titles that utilize it," noted Guy Matteotti with 3D middleware company TriOviz.

His company's tech can be seen in games including Enslaved: Odyssey to the West, Batman: Arkham Asylum Game of the Year Edition and Gears of War 3.  

There's also the accessibility factor. Although Nintendo's 3DS launch hasn't been as strong as its handheld predecessor, Satterfield cited it as an important step in bringing 3D gaming to a wider audience. He asked panelists if they thought that glasses-free 3D gaming would be the means for the format to succeed.

Sony's Benson was unsurprisingly skeptical of competitor Nintendo's approach. "People are projecting their issues with other media onto gaming. When you play a game, you're not looking away from the TV like watching a film. Gamers are also more comfy with peripherals compared to the average consumer," he said. "Maybe people could be looking at other ideas in the future, like a headset that gives you both 3D glasses and fully 3D audio to deepen the immersive experience."

David Nalasco, senior technology manager at AMD, pointed out one issue that had been generally overlooked by the panel up to that point: a lack of standardization. "Everyone has their own 'good idea' for 3D gaming, but until there's a standard, the market will be soft. It'll affect users and content creators until there's a uniform standard."

Benson said Sony has taken proactive stances, and the HDMI 1.4 standard has helped automate the process for games. He believes that at this point, "buying the right glasses for the right TV" is a huge issue, but one that Sony is working to resolve.

TriOviz's Nikolai believes that standards will allow the technology to advance, and from that, developers can keep making games so that should glasses-free 3DTV ever arrive, today's games can run on the format.

Importance Of Standardization

Benson believes that with time, 3D will inevitably become standard. "If people just bought an HDTV, they'll be hesitant. But when that TV breaks down, they'll upgrade to a new TV, and it'll likely be 3D-ready. The cost of glasses and standard tech will come down in the next five years. They'll have a vast array of games to enjoy in 3D, because we're establishing the content now."

AMD's Nalasco believes that cost, content and accessibility are key to adoption. "We need to lower the barrier of entry for the consumer...When you bought an HDTV, there wasn't a lot of content. [Consumers] were being asked to buy TVs that made their existing content look worse." he said.

"When you can buy something that looks as good as a 3DTV in HD, people will be interested in your TV because it offers a feature set that is a bonus," he claimed. "Even content that isn't created in 3D can be converted. Having the middleware in place allows them to try games in 3D, even if it's not necessarily as good-looking as games designed natively in 3D. Low-cost solutions like middleware, and driving cost of hardware down will be key."

Naughty Dog's Engstad added, "We're still learning [this new format] but we've already gotten very far and we can already tell people 'hey, look at this in 3D, and you'll see why this is so much better. It's not that hard; a lot of devs can do it. It's here to stay, it'll be great for gaming in general."

Nikolai was more succinct: "I bought a 3D TV after working on God of War. You can't go back."

Ultimately, Benson got the last word in: "People play games for immersion and suspension of disbelief. HD added that extra detail that made games feel more immersive, more real. To quantify what 3D brings in is to say, 'Finally, you see the game world how you see the real world.' It's the biggest sea change in generations of gaming. You'll only go that route if you've experienced it yourself to understand the immersiveness."

Toshiba 55" 3D TV no glasses, tracks your face

Friday, September 23, 2011

The ZL2 boasts a range of technologies designed to provide a decent 2D and 3D viewing experience, including face tracking, Resolution+, Auto Calibration, 2D to 3D conversion, and Smart TV features including Toshiba Places.

The ZL2 is the world’s first TV targeted at consumers to include a Quad Full HD display, offering a mega 3840 x 2160 resolution compared to the standard Full HD which is 1920 x 1080.

The glasses-free 3D technology is based on the stereoscopic principle of simultaneously delivering a picture to the left eye, and another one with a small offset (parallax) to the right eye, in order to achieve the 3D effect. To deliver a glasses-free 3D image a range of lenticular lenslets guide the dedicated images to each viewer in the room.

Toshiba says the ZL2 is able to provide 3D images for up to nine different viewing positions. The TV tailors the 3D to the viewers’ actual positions in the room using face tracking technology. At the touch of a button, it is able to detect where each person is sitting, and adjust the viewing zones accordingly which it does by moving the lenslets.



No word on pricing or availability as yet although rumours circulating the show floor are hinting at a cost in the region of 8000 euros.

New Affordable Full HD 3D DLP Projector

Monday, September 05, 2011

If you were waiting for a more affordable 3D-capable DLP projector that can provide you with native 1080p resolution, than Optoma might have just the right thing for you, their new Full HD 3D projector with model number HD33. Most certainly Optoma HD33 is not the first Full HD 3D projector out there, however it is the most affordable one that combines the high resolution with 3D support and that is actually the most interesting thing. The end user price of the Optoma HD33 should be about $1,499 USD, and that is something very attractive indeed considering that most other more-affordable alternatives with similar features are at least twice or even three times more expensive.

Now, before getting too excited about being able to play games in Full HD resolution in stereo 3D mode on your PC, I should make it clear that this projector (like most other such) relies on HDMI 1.4a interface, something that is both good new for some users and not so good for others. Since the Optoma HD33 projector does not feature a Dual-Link DVI interface you can forget about being able ot use it with 3D Vision for gaming in stereo 3D mode at 1080p resolution. The projector might however get added as a supported product in the 3DTV Play software, however it will not be compatible with the 3D Vision active shutter glasses. You’ll need to use a pair of DLP Link active shutter glasses or Optoma’s new BG-3DRFGLASSES 3D-RF glasses (actually looking exactly like Monster Vision Max 3D made by BitCauldron). Apparently the projector has been developed for entertainment purposes, Blu-ray 3D movie watching or for console gamers willing to play in stereo 3D mode for example and not with PC gamers in mind.





The HD33 should support all the HDMI 1.4a mandatory 3D formats, including of course the most commonly used Side-by-Side and Top & Bottom formats, and to further enhance 3D compatibility, Side-by-Side and Top & Bottom formats can be manually enabled to allow other non-HDMI 1.4a compatible devices, such as older set top boxes, Xbox 360, or PCs to display 3D via the VGA or HDMI ports. The HD33 projector offers two HDMI 1.4a ports, one VGA port, as well as connections for component video, composite video, RS-232, a +12V trigger, and a VESA 3D Port. The maximum brightness offered by Optoma HD33 is 1800 ANSI lumens and the contrast ratio is 4000:1, the projection lamp is rated to 

last up to 4000 hours in standard mode or 3000 hours in bright mode.

DiRT 3 PC Patch 1.02 Adds 3D Support

Sunday, August 28, 2011

It appears that Codemasters have greatly improved the 3D Vision support in the new PC Patch 1.02 for the game DiRT 3, although they do not say anything specific in the release notes for the patch regarding stereoscopic 3D support. So if you’ve postponed playing the game in stereo 3D mode due to the various issues it had before patch 1.02 was released, now you can try it again, it should be handling great in stereo 3D mode with 3D Vision.

DiRT 3 PC Patch 1.02 Release Notes:

- Resolved an issue which could prevent the user successfully saving with profiles that contained unicode characters.
- UI elements are no longer incorrectly displayed in Gymkhana
- Improvements to input system, supporting multi-device action maps. The user can now set button configurations to span multiple devices; previously a bug would cause these settings to be lost upon game restart.
- Corrected various spelling mistakes across all languages
- Reset line corrections to prevent potential ‘out of world’ or ‘driving into crowd; issues on several tracks
- Corrected an issue which could, in rare circumstances, prevent the display from rendering in the event of 16xCSAA being selected.
- Steering wheel no longer jolts to the left in the race reward screen
- Removed an incorrect limitation which could cause VSync to lock the refresh rate to 60Hz on a 120Hz system.
- Physics output to motion simulators is now correctly faded out at the end of a race, preventing some situations within which motion would continue after crossing the finish line.

- Adjusted head camera configuration to avoid excessive vibration effects when VSync is disabled.
- Front end menu improvements for multi-display systems, correcting a small number of visibility issues.
- Improvements to GPU detection, correcting a potential issue which in some circumstances could prevent SLI scaling operating correctly with DirectX 11.
- Implemented native stereoscopic support for compatible devices.
- Inclusion of a benchmarking utility, simplifying the process of gathering performance statistics.
- Various stability fixes.

The game should auto update to the latest version if you are using a STEAM, so you will get the patch applied automatically. You should also ignore the rating that 3D Vision gives for the game as it was set prior to the improvements regarding stereo 3D support that were made in the latest patch. Now you can say that it is a bit of a Deja Vu, because the same thing happened with the previous DiRT 2 game, as at first it did not do very well in stereo 3D mode with 3D Vision, but later on via a patch DiRT 2 was fixed to work much better with 3D Vision. So we can just hope that maybe in DiRT 4 the proper stereoscopic 3D support will be there right from the start when the game is released and will not have to wait for updates to fix issues… and that goes not only for 3D Vision support.

Playstation 3D TV Euro Release in Autumn

Saturday, August 27, 2011

Sony has confirmed that its 24-inch Playstation-branded 3D TV/ monitor will be arriving in the UK and Europe this autumn. First unveiled at the Electronic Entertainment Expo (E3) 2011 back in June, the tri-dimensional display is meant to provide an accessible entry point (read: a cheaper alternative to a full-fledged 3D-capable HDTV) for 3D gaming.

Equipped with edge LED backlight and active-shutter 3D technologies, the Playstation 3D LCD monitor/ TV features the company’s proprietary “SimulView” functionality which allows two players to view two different full-screen pictures on the same screen, which is likely to contribute to a more exciting multiplayer gaming experience. To enjoy this feature both players will have to wear compatible 3D eyewear, but fret not, because Sony has thoughtfully included two pairs of 3D glasses with sets sold in the United Kingdom and Europe.



The launch price for the Sony Playstation 3D monitor in Europe is €499, while EuroGamer has clarified that the UK price will be £499 which, of course, is significantly higher than the US pricing of $499 (around £300). The 3DTV display is slated for a Q3 release according to the Japanese conglomerate.

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